Solar Plant doesn't replace Hydro Plant?
View attachment 396036
They do the same thing though, clean power and all that - but Solar isn't stating it'll overwrite and replace the Hydro Plant, so if I did for whatever reason build that Solar Plant, I'd have two employed citizens with no practical gain![]()
Is the Knights Stable (+3 Exp) a downgrade for the Mongolian Ger (+4 Exp)? And a required one for building the Royal Tournament and Drill Yard.
I have not yet got to that bit of the game, I am just going from the tech tree.
It is. I have noticed it before, but we did not come up with a consensus on the best way to fix it. I think this solution will work, but it's in three parts:
- Ger only gives +3 XP to Mounted units.
- Ger does NOT give the usual -1 health from Stable.
- Ger does NOT get replaced when Knight's Stable is built. The two buildings coexist until the end of the Industrial Era. This allows Mongolia to train Mounted units with +6 XP throughout the game and makes them the premier civilization for Mounted units.
Groundwater Well is partway between Farm and Town in how much it can yield. Farm tops out at 5 food/2 commerce, Town (with route) maxes out at 1 food/1 hammer/9 commerce, and Groundwater Well's maximum yield is 4 food/5 commerce. So I don't see it as that bad of a hybrid.
Besides, if I remember correctly, the last time we took out an improvement (Olive Orchard), it utterly wrecked saved games. So I'm not in a hurry to pull any improvements.
I have an idea for casino- it can give one happiness per 10%![]()
AFAIK it doesn't work that way. You can only specify,
and maybe
But if it is doable, than I agree![]()
I've been thinking about Casino and have two more ideas
1)
Casinos are taxed by the government, right? So Casino could use the tag +1for Palace. So the more Casinos you build in your empire, the more income your Capital has.
2)
My second idea much more complicated but would be more fun as well
You could take part of the gambling every 10 turns. An event would pop up offering you to risk some of your money. You can either lose that money or win a little extra interest based on the number of your Casinos. Every Casino would mean +1% interest.
Chance of winning could be based on civ's handicap level. It could use the value in <iNoTechTradeModifier> (it's 100% for Settler, 70% on Noble, and only 20% on Deity).
An example:
You play on Emperor, have 50 Casinos and risk 100.
You have 40% chance to make it 150or 60% to lose it all.
How does it sound. Maybe too complicated I guess...
I think it's a little weird. The money slider basically means taxing, i.e. higher state income, how would a casino profit from this ? Also, I consider the money slider as more of a last-resort kind of thing, you increase it only as much as necessary to turn in a net profit, or more if you are currently saving up on money for something in particular. But to get a reward in the form of happiness for it seems a little counter intuitive to me.
Doesn't the Aqueduct add something like 0.1 health per citizen? Presumably, however that's done can also be done with commerce.
Does the Workhouse really need the "Employs 1 Citizen" penalty on it? The +1added onto that makes the +15% production fairly meaningless most of the time, and it obsoletes too quickly (in my experience) to really find any sort of practical use.
As Vokarya said that he wants more buildings in the trans-human era I keep brainstorming...
Reseach Matrix
Description:
The Research Matrix integrates all scientific research into one, civilization wide web allowing researchers to easily co-operate even from great distances.
Effect:
I know it sounds weird when you think of it: 100RM would mean +100
- Requires 4 Research Labs to build 1 Research Matrix
- Gives +1
for Research Matrix
for each RM, but you would need 400 cities for that.
As it is a trans-human era building I think it's okay to break the "Don't get rich get richer" rule. When you are in the trans-human era you want to win the game finally (maybe you already did win the game technically), so boosting up large civs (which is natural a tendency for human players) is okay IMO.
Here is another question I came across when looking at buildings (having a spreadsheet really helps). Does anyone know why Ports generate Culture points? This feels out of place. I can get flavoring the bonus as immigrants or travelers, but I really think buildings should focus as much as possible; for example, Ports would focus on raw commerce. I think it also diminishes culture buildings if non-culture buildings generate culture too; either the culture buildings have to be kicked upwards or the non-culture buildings are better uses of building time.